Search found 198 matches

by RandomDever
Tue Jul 17, 2012 3:12 pm
Forum: Programming Discussion
Topic: OpenGL Fullscreen Crashing
Replies: 30
Views: 8137

Re: OpenGL Fullscreen Crashing

Well I used GLEW and now it works.
Thank you Halcy. :)
by RandomDever
Sun Jul 15, 2012 6:32 pm
Forum: Programming Discussion
Topic: OpenGL Fullscreen Crashing
Replies: 30
Views: 8137

Re: OpenGL Fullscreen Crashing

Whenever I try to include glext.h it tells me it can't. However in SDL_opengl I believe you simply define GL_GLEXT_PROTOTYPES. But when I do that: error LNK2001: unresolved external symbol _glBufferDataARB@16 error LNK2001: unresolved external symbol _glBindBufferARB@8 error LNK2001: unresolved exte...
by RandomDever
Sat Jul 14, 2012 10:22 pm
Forum: Programming Discussion
Topic: OpenGL Fullscreen Crashing
Replies: 30
Views: 8137

Re: OpenGL Fullscreen Crashing

Code: Select all

error C3861: 'glGenBuffersARB': identifier not found
error C3861: 'glBindBufferARB': identifier not found
error C3861: 'glBufferDataARB': identifier not found
:| :(
by RandomDever
Sat Jul 14, 2012 4:21 pm
Forum: Programming Discussion
Topic: OpenGL Fullscreen Crashing
Replies: 30
Views: 8137

Re: OpenGL Fullscreen Crashing

Well now I'm getting an error:

Code: Select all

error C3861: 'glGenBuffers': identifier not found
error C3861: 'glBindBuffer': identifier not found
error C3861: 'glBufferData': identifier not found
I really don't understand this. :x
by RandomDever
Fri Jul 13, 2012 9:40 pm
Forum: Programming Discussion
Topic: OpenGL Fullscreen Crashing
Replies: 30
Views: 8137

Re: OpenGL Fullscreen Crashing

I know it's been a while since I asked a question but I have a couple.
If I have animated textures and I'm using a VBO ( assuming I'm using a sprite sheet ) how would I change frames?
Or should I just devise some way to load a sprite sheet as individual textures?
by RandomDever
Sat Jul 07, 2012 1:43 pm
Forum: Programming Discussion
Topic: Handling Files Opened In Win Explorer
Replies: 5
Views: 1636

Re: Handling Files Opened In Win Explorer

Well thank you.
Now I finally know what those main parameters are for.
And it's now that obvious.
It's only obvious to someone who programs outside of DOS ( which I didn't ).
So thanks. :)
by RandomDever
Sat Jul 07, 2012 10:16 am
Forum: Programming Discussion
Topic: Handling Files Opened In Win Explorer
Replies: 5
Views: 1636

Handling Files Opened In Win Explorer

I have done some searching in google but I can't seem to find anything. Why I'm trying to do is this: I have a proprietary file format that is associated to my application. When I double click a file of that type it opens the application but doesn't actually open the file. I want it to open the file...
by RandomDever
Mon Jun 25, 2012 11:54 pm
Forum: Programming Discussion
Topic: OpenGL Fullscreen Crashing
Replies: 30
Views: 8137

Re: OpenGL Fullscreen Crashing

Thank you for answering the 20 ?s I had there. :mrgreen: But here's some more: What exactly are 'shaders' and how would you use them for coloring and alpha blending? Also, how should I handle changing aspect ratios? My game is going to be designed for 4:3 but I want it to support 16:9 as well. But i...
by RandomDever
Sat Jun 23, 2012 7:17 pm
Forum: Programming Discussion
Topic: OpenGL Fullscreen Crashing
Replies: 30
Views: 8137

Re: OpenGL Fullscreen Crashing

Okay. So I feel a bit better now. So what do you not know what you're talking about? Does it use the bound texture or not? Also. I'm assuming I can modify this buffer at any time correct? The only thing I would change is the alpha. BTW the implementation you gave me and the one I saw when I research...
by RandomDever
Wed Jun 20, 2012 8:25 pm
Forum: Programming Discussion
Topic: OpenGL Fullscreen Crashing
Replies: 30
Views: 8137

Re: OpenGL Fullscreen Crashing

Yes 'BlitTexture', based on your description, does use immediate mode. It would be fairly easy to make it use a display list, but I'll have to do some research on VBOs, after I get some sleep. Because essentially I am building this engine to be as fast as fast as possible, while trying to maintain ...
by RandomDever
Wed Jun 20, 2012 3:34 pm
Forum: Programming Discussion
Topic: OpenGL Fullscreen Crashing
Replies: 30
Views: 8137

Re: OpenGL Fullscreen Crashing

OK so I've looked a bit at VBOs and I have this pseudo-code: GLuint colorBuffer = NULL; GLuint positionBuffer = NULL; GLubyte colors[] = { 255, 255, 255, 128 }; glGenBuffers( 1, &colors ); glBindBuffer( GL_ARRAY_BUFFER, colorBuffer ); glBufferData( GL_ARRAY_BUFFER, 4 * sizeof(GLubyte) ); glColor...
by RandomDever
Wed Jun 20, 2012 5:21 am
Forum: Programming Discussion
Topic: OpenGL Fullscreen Crashing
Replies: 30
Views: 8137

Re: OpenGL Fullscreen Crashing

Would it be ill advised to build the asset manager directly into my video manager? It depends on what exactly your video manager does. If you're loading textures through it, it probably is already some form of asset manager and you just need to extend it. Here's a list of all the functions: Setup /...
by RandomDever
Tue Jun 19, 2012 11:57 pm
Forum: Programming Discussion
Topic: OpenGL Fullscreen Crashing
Replies: 30
Views: 8137

Re: OpenGL Fullscreen Crashing

Would it be ill advised to build the asset manager directly into my video manager? It depends on what exactly your video manager does. If you're loading textures through it, it probably is already some form of asset manager and you just need to extend it. Here's a list of all the functions: Setup /...
by RandomDever
Tue Jun 19, 2012 2:02 am
Forum: Programming Discussion
Topic: OpenGL Fullscreen Crashing
Replies: 30
Views: 8137

Re: OpenGL Fullscreen Crashing

Would it be ill advised to build the asset manager directly into my video manager? It depends on what exactly your video manager does. If you're loading textures through it, it probably is already some form of asset manager and you just need to extend it. Here's a list of all the functions: Setup /...
by RandomDever
Mon Jun 18, 2012 4:10 pm
Forum: Programming Discussion
Topic: OpenGL Fullscreen Crashing
Replies: 30
Views: 8137

Re: OpenGL Fullscreen Crashing

Falco Girgis wrote:Make sure that you are deallocating and reallocating all textures if you are dynamically changing video resolutions. You can run into some obscure bullshit otherwise.
Okay I will. Thanks. :)